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| PR Single Player : Discussion pertaining to the PR Single Player Mod. |
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#11 |
![]() Join Date: Mar 2007
Posts: 19
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Re: Removing the blur when hit or when shot close
wow wow wow, guys, i wasnt trying to be disrespectful to anyone, i myself am a marine that JUST got back from iraq and saw combat, i was just trying to point out that its a good idea, but wrong employment, i see now that the supression effect is different for some people, im one of those that gets the 10 seconds of it, and was gonna suggest having like 1 or 2 seconds of it, but if thats on the computer quality itself, then im going nowhere fast with removing it.
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#12 |
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PR Contributor
![]() Join Date: Mar 2007
United States of AmericaPosts: 1,067
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Re: Removing the blur when hit or when shot close
edited... confused two posts.
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Last edited by [R-CON]Wolfe; 06-20-2008 at 06:24 PM..
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#13 |
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Re: Removing the blur when hit or when shot close
Wolfe, this is about PRSP
Leatherneck, please don't jack someone's thread and turn it into another discussion. If you do want to discuss the Suppression effects, go to Wolfe's link. So everybody, stay ONTOPIC |
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#14 |
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,371
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Re: Removing the blur when hit or when shot close
leatherneck0842 thank you for clearing that up.
Wolfe this is about the effect for single player not mulitplayer/overall. But your right in this thread shouldn't be about the effect itself but the removal due to playability with bots. |
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![]() "apcs, like dogs can't look up" - Dr2B Rudd Current projects : Feyzabad, Afghanistan |
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#15 |
![]() Join Date: May 2007
Posts: 502
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Re: Removing the blur when hit or when shot close
You know the worst part with Bots and the Suppression is when you have the AI on low and all there fire is inaccurate, but accurate enough to start the effect. Its just bots running at you with continuous Automatic fire. the effect is so heavy, you should just shut down the monitor and itd be the same thing.
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#16 |
![]() Join Date: Jun 2008
Posts: 11
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Re: Removing the blur when hit or when shot close
Just a few comments, you know, even 'as is' with the blur/stun effect is just fine. It adds way more dimension to the game. Without it, or shortening the time scale of it, you're just going to find yourself timing the blur, popping up and squeezing off a return round or two. In other words, you're sliding back into an arcade pace when it comes to engaging even with multiple adversaries at a distance.
When you're stunned/suppressed you tend to drop back under cover and 'think'...Thinking is a tactic most bf2 players forget to do even in single player rounds. Returning fire is addictive and fun, but so can plotting your way out from a pinned in location. If you're receiving that much suppression effect, chances are your position isn't that much of a well thought out one. It's also the perfect time to flank the enemy, or at least disrupt the line of sight the enemy has with you and start engaging them from another position (where you'll have line of sight on their position first) I think it was the dev that made a great comment about simulating fear to an extent. Not only fear, but I think the stun effect serves a wide range of combat emotions fittingly. Fear, panic, shock, confusion and even ricochet from surrounding objects like concrete, dirt, or wood. The mod is borderline perfect. If I had the opportunity, or means to change a few things, it wouldn't be adding new weapons, or altering the suppression effect. I think Id just do away with the ability of the medic to revive altogether. After your hearts been jump started in your chest; you're pretty much done aiming rifles for the day. So I'd axe the shock paddles altogether. As far as healing goes, I'd eliminate the health bag and replace it with a roll of wound up gauze or something to that effect...And double the time it takes to administer the average heal. Even so, you shouldn't have the ability to fully regain health status after taking fire. Same with the field dressings (adding in an animation of tearing into the pack would be a nice touch to) Other than that, sound! This mod has some of the best sound effects that I've heard. The only low point would be the command/squad leader orders -- 'move out, attack here' ... 'follow me soldiers' ... and the worst, a big cheery 'hey thanks'. A lot of that is vanilla which is just in the entirely wrong tone. I'd love to hear more static above the communications and a more concentrated tone to the commands (if that makes sense) Sound/mod packs take time and I've peaked at the rar including them (it would take a little effort for sure to accomplish) Other than that, don't change a thing. Just give us more sp compatible maps and tweak the ai to death. |
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#17 |
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,371
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Re: Removing the blur when hit or when shot close
bdmthrfckr, nice long post and a good read but it belongs in the other thread about the suppression itself. This threads about removing it for single player only.
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__________________________________________________ ________
![]() "apcs, like dogs can't look up" - Dr2B Rudd Current projects : Feyzabad, Afghanistan |
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#18 |
![]() Join Date: Jun 2008
Posts: 11
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Re: Removing the blur when hit or when shot close
I'm not even talking about multi player. Everything I outlined there applies to single player. I understand the complaint (sometimes the suppression nearly immobilizes your soldier) At that point, it's time to abandon your position for another. There's degrees to the stun effect to that are calculated somehow into the vicinity of the round obviously. Automatic rifle fire if even shot from the hip in your general direction is, believe it or not, is going to stun you -- it's going to ring your bell to a degree.
I've seen sort of panic/stun scenarios go down with the bots at times to. For example, I sighted an enemy rifle in the crouched position taking aim at a bot friendly. Firing two single shots in his direction and the bot seemed, for loss of a better word -- panicked. standing up, shifting around and then back to the crouch. Of course he's struck down at that point. But if you fire a Berreta at a solid wall five feet in front of you, instinct is going to be to squint your eyes and flinch. Captured perfectly with the suppression effect even in single player. |
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#19 |
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PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,371
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Re: Removing the blur when hit or when shot close
Yes...but the bots dont use this effect at all. And thats the concern.
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__________________________________________________ ________
![]() "apcs, like dogs can't look up" - Dr2B Rudd Current projects : Feyzabad, Afghanistan |
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#20 |
![]() Join Date: Jun 2008
Posts: 11
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Re: Removing the blur when hit or when shot close
I guess it's a matter of how you set up your own sp experience. At veteran setting the compensation for the blur equals out to the bot's stupidity most of the time. So it's more of a challenge in that respect (unless they're running in a pack of four or more) Personally, I try to complete a round without getting struck down. The only way to achieve that and engage the bot's is to be tactical and methodical. Which equals out to boring for most of the people out there. Why waste twenty seconds plotting out a way to cross a street when you can dash across instead?...And with fairly high chances even under fire. That 'rush and gun' aspect is what really made me shelf this title for a long time. The further a mod develops away from that, the better for me.
A numbing down of the effect would work well probably to, but too much and a little realism aspect is being sacrificed with it. I've never run sp at expert setting just due to the awareness level of first person shooters, which will always be too artificial to an extent. Especially in heavy foliage and cluttered landscapes. Still, this general direction is the bf2 that should have been (a well thought out first person simulation) |
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